mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-09-21 13:15:57 +00:00
In D3D11 support setting friendly names on shaders
This commit is contained in:
@@ -192,7 +192,7 @@ namespace renderdocui.Windows.PipelineState
|
||||
if (stage.Shader == ResourceId.Null)
|
||||
shader.Text = "Unbound";
|
||||
else
|
||||
shader.Text = "Shader " + stage.Shader.ToString();
|
||||
shader.Text = stage.ShaderName;
|
||||
|
||||
if (shaderDetails != null && shaderDetails.DebugInfo.entryFunc != "" && shaderDetails.DebugInfo.files.Length > 0)
|
||||
shader.Text = shaderDetails.DebugInfo.entryFunc + "()" + " - " +
|
||||
|
||||
@@ -308,9 +308,9 @@ namespace renderdocui.Windows
|
||||
}
|
||||
|
||||
if (trace != null)
|
||||
Text = String.Format("Debug Shader {0} - {1}", m_Core.CurPipelineState.GetShader(stage), debugContext);
|
||||
Text = String.Format("Debugging {0} - {1}", m_Core.CurPipelineState.GetShaderName(stage), debugContext);
|
||||
else
|
||||
Text = String.Format("Shader {0}", m_Core.CurPipelineState.GetShader(stage));
|
||||
Text = m_Core.CurPipelineState.GetShaderName(stage);
|
||||
|
||||
var disasm = shader.Disassembly;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user